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  • So I did some digging here and I've done a ton of searching elsewhere; apparently my interests in modding aren't the common things people go for in FL. Thus having some trouble finding answers. Mostly I like FL as is, insofar as plot and setting go, but there are some gameplay issues with it (and pratically every other Elite style sim) that bug me so That's all I'm looking to change. Mostly just balance things. I'll list them all, even though some I already figured out and note the ones I'm sti…
  • I believe so yes, it will change the entire style of play which is exactly what I'm hoping for. Normal FL plays too much like Diablo II in space for me. (in so far as combat is concerned) I'm trying to get a balance where if you're on top things you can fight no matter what ship you have, but if you let yourself get surrounded you're in serious trouble. I want it where if things get nasty fleeing to the nearest base for repairs is your only option. I want proper use of countermeasures and evasi…
  • Already finished with preliminary calculations for hull strength vs weapon damages. Shields and nanobots are gone. Will need to adjust the hulls of the ships across the board which I'm in the process of doing now. However I can't accurately test the values till I figure out a way to limit the number of missiles a ship can carry, which is my next task. I see in the loadout files that the npc ships have a quantity for missiles (usually set to 4). I can't recall npc's ever running out of missiles …